Source: Warhammer Fantasy: 7th Edition

Ringing the Bell
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In his Magic phase, immediately after generating power dice, the Skaven player can choose to ring the Screaming Bell. First the owning player declares how many dice will be rolled, representing the vigour the Rat Ogre bell-ringer is commanded to supply. For the first toll, only a single dice can be rolled, but in subsequent rounds up to three dice may be rolled.

The Screaming Bell will ring out of sequence if it is struck with enough force. If a missile of Strength 5 or higher hits and wounds the Screaming Bell, it will ring. Immediately roll a D6 and apply the results. Roll once per phase, regardless of the number of hits.

D6

Result

1

Not yet in stride: The Rat Ogre strains under the task.

The air stirs with magical energy, but no game effect yet.

2-4

Unholy Clamour: The toll of the Bell fills the unit pushing the Screaming Bell with zeal.

The unit pushing the Bell immediately moves an extra D6", if this brings them into contact with the enemy it counts as a charge.

5-8

Emboldened: The high-pitched squeaking of the Skaven rises to meet the Bell's clanging.

All friendly Skaven units within 24" of the Bell can re-roll failed Leadership tests (including Break tests) until the end of the current player turn.

9-10

Scorch: The toiling sound opens vents in the ground.

The Bell itself (not the Grey Seer) immediately casts the Scorch spell (Bound Spell level 5).

11-12

Deafening Peals: The unnatural vibrations of the bell spread outwards.

All models with a Toughness 7 or more on the battlefield instantly suffer D3 wounds. Roll a D6 for each building within 18" of the Bell - each collapses on a roll of 5+. Models inside collapsed buildings are treated the same as per the Cracks Call spell.

13

A Stirring Beyond the Veil: Something that should not be awoken answers the Bell's summons...

All enemy units within 24" of the Bell take D3 Strength 4 hits (as from shooting). Additionally, if the unit pushing the Screaming Bell is in combat, it can attack with all its models in the next Close Combat phase, regardless of which ones are in base contact (they crawl atop each other to reach the foe!). Treat them all as if they are in base contact with any foe in base contact with the unit.

14-16

Wall of Unholy Sound: The deafening peals roll across the land, driving the Skaven to new heights of ferocity.

All models in each friendly unit within 12" of the Screaming Bell gain +1 Attack until the end of the player turn. Roll a D6 for each building within 24" - each collapses on a roll of 4+ (see Deafening Peals).

17

Avalanche of Energy: A surge of energy ripples from the Screaming Bell.

All models in each friendly unit within 24" of the Bell gain +1 Attack and may re-roll failed To Hit and To Wound rolls until the end of the player turn. Any friendly Skaven units within 12" of the Screaming Bell and not in close combat can immediately move an extra D6", if this move puts them in contact with the enemy resolve it as a charge.

18

Apocalyptic Doom: With a cataclysmic eruption of sound the Screaming Bell splits asunder, crashing to the ground like ten thousand thunderclaps. Sometimes even years later, survivors still report hearing a faint echo, the final resonations of the bell or distant unearthly laughter.

The Screaming Bell is destroyed. All models within 4D" take a Strength 4 hit with no armour save allowed.

Doubles - If any doubles are rolled, a backlash of magic reverberates through the Screaming Bell. Apply the following effect in addition to the result on the chart. The unit pushing the Screaming Bell immediately takes D6 Strength 4 Hits.

Triples - If a triple is rolled (apart from a triple 6), apply the following effect in addition to the result on the chart. The unit pushing the Bell immediately suffers 2D6 Strength 5 hits, and the Grey Seer and the Screaming Bell itself each suffer a single Strength 5 hit.

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